v1712
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Posts posted by v1712
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I faced disappering parts when placed them manually on Navezgane map.
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9 hours ago, Deverezieaux said:
Interesting, I always felt that Navezgane looked unnatural, primarily in the ways the cities and towns are laid out. They always felt too unbalanced, and frankly "square." In Diersville for example it was just the hospital and a bunch of houses. I get that random gen can feel weird too, particularly in earlier versions where the terrain could be all over the place.
That is the thing improved by placing POIs in Navezgane
P.S. Never the less. It seems that starting the quest does not reset parts in POI. And that is a problem for rwg too...
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14 hours ago, Deverezieaux said:
I've never tried placing a POI with parts in a map and then moving it. I imagine that you could manually place the parts, but what a chore that would be.
I don't like random generated maps - they look unnatural. Always play Navezgane. This map is not well populated so i place new POIs on it...
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On 4/26/2022 at 5:18 PM, Deverezieaux said:
There are a few vanilla POI Parts used in this POI, and Parts may behave a little differently when placed in map as opposed to letting them generate with the map. Parts are still relatively new, so I'm not sure how moving once they're placed would be affected. I presume that when you place the POI the parts are given coordinates relative to the POI, and when you move it those part coordinates aren't changing with the POI and thus "disappearing." I'm unsure if there's a way to workaround this, but @stallionsden may know a workaround so I've mentioned him here.
The parts included are part_driveway_rural_02, part_roadside_fruit_stand_02, and I also used the part_loot_t3. I'm curious to know if all the parts disappear when you move it or just the loot pile?
I've made some experiments for diagnostic purposes. The conclusion is parts in POI are not selected when you move POI. And out of POI they just disappear. More over they are not respowned when you start quest.
So the only way to use POI with parts is rwg
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One more suggestion - is it possible to name POI files with following mask: 'xcostum_<authorName>_<poiName>' for soreting purposes?
P.S. Partial realises (like 1/4 of all POIs in pack) do not prevent high quality. But they speed up realise cycle and provide feedback (testing purposes) and quick profits.
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On 4/20/2022 at 8:05 PM, Deverezieaux said:
Hi gang, here's the rural cidery: https://drive.google.com/file/d/1PHuCiMNZ5eAl-eNG0dhQxyY_1KaYa0GO/view?usp=sharing
I've tested both in editor and in maps and it seems good. Zombie counts may need some balancing. I've made the zombie counts higher because it's mostly large rooms to justify it being T3. That said I've tested it using stealth and run & gun styles and it seemed okay. Input welcome.
Nice POI.
P.S. I have one question - when i manually place this POI on map and move it, final chest group dissapears. Does it mean that the only right way to place this POI is to place it once and for all (no moving)?
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What do you think of Mad Max style for 7th nights? Will passengers be able to use weapons?
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Thanks for updating.
May i suggest dividing pack into 3 or 5 parts? I huge pack will take a lot of effort (and time) to refactor. While smaller packs are suitable for separate realises each taking less effort.
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Do i get it right: 1. cp47 does not support A20. 2. cp48 is planned to support A20 and it's expected realise date is after 20.4?
I just want to check if i missed something. Tnx for updating me in advance.
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Parts in POIs - Not Showing; Not Resetting?
in Prefabs
Posted · Edited by v1712 (see edit history)
Well the part spawn probability bring sense to situation. The only question is - Is it ok when disappearing part is final chest part?
P.S. I learned how to place POIs without movement - see 1st screen shot. You can see 5 parts inside Intersection1 POI of zztong on it. After i save world and load again no pats on that POI. Both editor and player regimes.